mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- tool tips for Bobby Ray updated
- tool tips for items updated - finding tunnel vision bonus changed - rooftop vision bonus changed to % instead of tiles - vision range bonus changed to % instead of tiles git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@135 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.134" };
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INT16 zVersionLabel[256] = { L"Release v1.13.135" };
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#endif
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+2
-2
@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.134_2006_05_30.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.135_2006_05_30.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.134_2006_05_30.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.135_2006_05_30.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+10
-1
@@ -1022,7 +1022,16 @@ UINT16 DisplayRof(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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UINT16 DisplayDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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{
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wchar_t sTemp[20];
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UINT16 gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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UINT16 gunDamage = 0;
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if ( Item[ usIndex ].usItemClass == IC_GUN || Item[ usIndex ].usItemClass == IC_LAUNCHER )
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{
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gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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}
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else
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{
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gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubMeleeDamageMultiplier );
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}
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DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
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swprintf(sTemp, L"%4d", gunDamage);
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+187
-158
@@ -7269,33 +7269,13 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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}
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}
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//Money
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if ( usItem == MONEY )
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{
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swprintf( (wchar_t *)pStr, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr );
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InsertDollarSignInToString( pStr );
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}
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// alternate money like silver or gold
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else if ( Item[ usItem ].usItemClass == IC_MONEY )
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{
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INT16 pStr2[20];
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swprintf( (wchar_t *)pStr2, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr2 );
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InsertDollarSignInToString( pStr2 );
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swprintf( (wchar_t *)pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
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}
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//everything else
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else if ( usItem != NOTHING )
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if ( usItem != NOTHING )
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{
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// Retrieve the status of the items
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// Find the minimum status value - not just the first one
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INT16 sValue = pObject->bStatus[ 0 ];
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INT16 i;
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for(i = 1; i < pObject->ubNumberOfObjects; i++)
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for(INT16 i = 1; i < pObject->ubNumberOfObjects; i++)
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{
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if(pObject->bStatus[ i ] < sValue)
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{
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@@ -7317,157 +7297,204 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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}
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//Calculate AP's
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INT16 apStr[20];
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if ( Item[ usItem ].usItemClass == IC_GUN )//&& !Item[usItem].rocketlauncher && !Item[usItem].rocketrifle )
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switch( Item[ usItem ].usItemClass )
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{
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INT16 apStr2[20];
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UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
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swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
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if (GetShotsPerBurst(pObject) > 0)
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
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wcscat( apStr, apStr2 );
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case MONEY:
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//Money
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{
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swprintf( (wchar_t *)pStr, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr );
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InsertDollarSignInToString( pStr );
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}
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else
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{
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wcscat( apStr, L" / -" );
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break;
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case IC_MONEY:
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// alternate money like silver or gold
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//if ( Item[ usItem ].usItemClass == IC_MONEY )
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{
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INT16 pStr2[20];
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swprintf( (wchar_t *)pStr2, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr2 );
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InsertDollarSignInToString( pStr2 );
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swprintf( (wchar_t *)pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
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}
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break;
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if (GetAutofireShotsPerFiveAPs(pObject) > 0)
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case IC_GUN:
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case IC_LAUNCHER:
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
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wcscat( apStr, apStr2 );
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//Calculate AP's
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INT16 apStr[20];
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INT16 apStr2[20];
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UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
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swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
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if (GetShotsPerBurst(pObject) > 0)
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
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wcscat( apStr, apStr2 );
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}
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else
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{
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wcscat( apStr, L" / -" );
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}
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if (GetAutofireShotsPerFiveAPs(pObject) > 0)
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
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wcscat( apStr, apStr2 );
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}
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else
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{
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wcscat( apStr, L" / -" );
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}
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//Info for weapons
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swprintf( (wchar_t *)pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ usItem ].bAccuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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GunRange( pObject ), //Modified Range
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Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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else
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break;
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case IC_BLADE:
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case IC_THROWING_KNIFE:
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case IC_PUNCH:
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{
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wcscat( apStr, L" / -" );
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swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
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ItemNames[ usItem ],
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject), //Melee damage
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gWeaponStatsDesc[ 5 ], //AP String
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BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject ), //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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}
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else
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{
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swprintf( (wchar_t *)apStr, L"" );
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}
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break;
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//Info for weapons
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if ( Item[ usItem ].usItemClass == IC_GUN )//&& !Item[usItem].rocketlauncher && !Item[usItem].rocketrifle )
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{
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swprintf( (wchar_t *)pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ usItem ].bAccuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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GunRange( pObject ), //Modified Range
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Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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// The next is for ammunition which gets the measurement 'rnds'
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else if (Item[ usItem ].usItemClass == IC_AMMO)
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{
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swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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pObject->ubShotsLeft[0], //Shots left
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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//Lal: do not delete, commented out for next version
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//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
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// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
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// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
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// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
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// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
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// pObject->ubShotsLeft[0], //Shots left
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// gWeaponStatsDesc[ 12 ], //Weight String
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// fWeight, //Weight
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// GetWeightUnitString() //Weight units
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// );
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}
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// explosives
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else if ( (Item[ usItem ].usItemClass == IC_GRENADE)||(Item[ usItem ].usItemClass == IC_BOMB) )
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||||
{
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UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
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ItemNames[ usItem ],
|
||||
sValue,
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gWeaponStatsDesc[ 11 ], //Damage String
|
||||
explDamage,
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||||
gWeaponStatsDesc[ 13 ], //Stun Damage String
|
||||
explStunDamage, //Stun Damage
|
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gWeaponStatsDesc[ 12 ], //Weight String
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
}
|
||||
|
||||
//Armor
|
||||
else if (Item[ usItem ].usItemClass == IC_ARMOUR)
|
||||
{
|
||||
INT32 iProtection = EffectiveArmour( pObject );
|
||||
|
||||
switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
|
||||
case IC_AMMO:
|
||||
{
|
||||
case( ARMOURCLASS_HELMET ):
|
||||
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
|
||||
break;
|
||||
// The next is for ammunition which gets the measurement 'rnds'
|
||||
swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
|
||||
ItemNames[ usItem ], //Item long name
|
||||
pObject->ubShotsLeft[0], //Shots left
|
||||
gWeaponStatsDesc[ 12 ], //Weight String
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
|
||||
case( ARMOURCLASS_VEST ):
|
||||
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
|
||||
break;
|
||||
|
||||
case( ARMOURCLASS_LEGGINGS ):
|
||||
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
|
||||
break;
|
||||
|
||||
case( ARMOURCLASS_PLATE ):
|
||||
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
|
||||
break;
|
||||
//Lal: do not delete, commented out for next version
|
||||
//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
|
||||
// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
|
||||
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
|
||||
// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
|
||||
// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
|
||||
// pObject->ubShotsLeft[0], //Shots left
|
||||
// gWeaponStatsDesc[ 12 ], //Weight String
|
||||
// fWeight, //Weight
|
||||
// GetWeightUnitString() //Weight units
|
||||
// );
|
||||
}
|
||||
break;
|
||||
|
||||
swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s",
|
||||
ItemNames[ usItem ], //Item long name
|
||||
sValue, //Item condition
|
||||
pInvPanelTitleStrings[ 4 ], //Protection string
|
||||
iProtection, //Protection rating in % based on best armor
|
||||
Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
|
||||
Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
|
||||
pInvPanelTitleStrings[ 3 ], //Camo string
|
||||
Item[ usItem ].camobonus, //Camo bonus
|
||||
gWeaponStatsDesc[ 12 ], //Weight string
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
case IC_GRENADE:
|
||||
case IC_BOMB:
|
||||
// explosives
|
||||
{
|
||||
UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
|
||||
UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
|
||||
|
||||
swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
|
||||
ItemNames[ usItem ],
|
||||
sValue,
|
||||
gWeaponStatsDesc[ 11 ], //Damage String
|
||||
explDamage,
|
||||
gWeaponStatsDesc[ 13 ], //Stun Damage String
|
||||
explStunDamage, //Stun Damage
|
||||
gWeaponStatsDesc[ 12 ], //Weight String
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
}
|
||||
break;
|
||||
|
||||
case IC_ARMOUR:
|
||||
{
|
||||
//Armor
|
||||
INT32 iProtection = EffectiveArmour( pObject );
|
||||
|
||||
switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
|
||||
{
|
||||
case( ARMOURCLASS_HELMET ):
|
||||
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
|
||||
break;
|
||||
|
||||
case( ARMOURCLASS_VEST ):
|
||||
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
|
||||
break;
|
||||
|
||||
case( ARMOURCLASS_LEGGINGS ):
|
||||
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
|
||||
break;
|
||||
|
||||
case( ARMOURCLASS_PLATE ):
|
||||
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
|
||||
break;
|
||||
}
|
||||
|
||||
swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s",
|
||||
ItemNames[ usItem ], //Item long name
|
||||
sValue, //Item condition
|
||||
pInvPanelTitleStrings[ 4 ], //Protection string
|
||||
iProtection, //Protection rating in % based on best armor
|
||||
Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
|
||||
Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
|
||||
pInvPanelTitleStrings[ 3 ], //Camo string
|
||||
Item[ usItem ].camobonus, //Camo bonus
|
||||
gWeaponStatsDesc[ 12 ], //Weight string
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case IC_MISC:
|
||||
case IC_MEDKIT:
|
||||
case IC_KIT:
|
||||
case IC_FACE:
|
||||
default:
|
||||
{
|
||||
// The final, and typical case, is that of an item with a percent status
|
||||
swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %1.1f %s",
|
||||
ItemNames[ usItem ], //Item long name
|
||||
sValue, //Item condition
|
||||
gWeaponStatsDesc[ 12 ], //Weight String
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// The final, and typical case, is that of an item with a percent status
|
||||
else
|
||||
{
|
||||
swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %1.1f %s",
|
||||
ItemNames[ usItem ], //Item long name
|
||||
sValue, //Item condition
|
||||
gWeaponStatsDesc[ 12 ], //Weight String
|
||||
fWeight, //Weight
|
||||
GetWeightUnitString() //Weight units
|
||||
);
|
||||
}
|
||||
|
||||
// Fingerprint ID (Soldier Name)
|
||||
if ( ( Item[pObject->usItem].fingerprintid ) && pObject->ubImprintID < NO_PROFILE )
|
||||
@@ -7477,6 +7504,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
|
||||
wcscat( pStr, pStr2 );
|
||||
}
|
||||
|
||||
|
||||
// Add attachment string....
|
||||
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
|
||||
{
|
||||
@@ -7501,6 +7529,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
|
||||
{
|
||||
wcscat( pStr, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] );
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+21
-21
@@ -6244,19 +6244,17 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
INT16 bns=0;
|
||||
|
||||
for (int i = 0; i < BIGPOCK1POS; i++)
|
||||
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
|
||||
{
|
||||
// Snap (TODO): binoculars and such should not be active by default
|
||||
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
|
||||
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
|
||||
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
|
||||
{
|
||||
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus,
|
||||
pSoldier->inv[i].bStatus[0] );
|
||||
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus, pSoldier->inv[i].bStatus[0] );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6265,8 +6263,7 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
for (int i=0; i < MAX_ATTACHMENTS; i++)
|
||||
{
|
||||
bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus,
|
||||
pSoldier->inv[HANDPOS].bAttachStatus[i] );
|
||||
bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus, pSoldier->inv[HANDPOS].bAttachStatus[i] );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6291,11 +6288,10 @@ INT16 GetNightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
|
||||
{
|
||||
INT16 bns=0;
|
||||
|
||||
for (int i = 0; i < BIGPOCK1POS; i++)
|
||||
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
|
||||
{
|
||||
// Snap (TODO): binoculars and such should not be active by default
|
||||
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
|
||||
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
|
||||
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -6435,20 +6431,25 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
|
||||
{
|
||||
INT16 bns = GetVisionRangeBonus(pSoldier);
|
||||
|
||||
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY ) {
|
||||
if ( pSoldier->bLevel == 0 ) {
|
||||
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
|
||||
{
|
||||
if ( pSoldier->bLevel == 0 )
|
||||
{
|
||||
bns += GetNightVisionRangeBonus(pSoldier, bLightLevel);
|
||||
}
|
||||
else {
|
||||
else
|
||||
{
|
||||
bns += GetCaveVisionRangeBonus(pSoldier, bLightLevel);
|
||||
}
|
||||
}
|
||||
|
||||
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT ) {
|
||||
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT )
|
||||
{
|
||||
bns += GetDayVisionRangeBonus(pSoldier, bLightLevel);
|
||||
}
|
||||
|
||||
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY ) {
|
||||
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
|
||||
{
|
||||
bns += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
|
||||
}
|
||||
|
||||
@@ -6457,19 +6458,18 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
|
||||
|
||||
UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
UINT8 bns=0;
|
||||
UINT8 bns = 0;
|
||||
|
||||
for (int i = 0; i < BIGPOCK1POS; i++)
|
||||
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
|
||||
{
|
||||
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
|
||||
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
|
||||
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
|
||||
if ( !IsWeapon(pSoldier->inv[i].usItem) )
|
||||
{
|
||||
bns += Item[pSoldier->inv[i].usItem].percenttunnelvision;
|
||||
bns = __max( bns, Item[pSoldier->inv[i].usItem].percenttunnelvision );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+11
-4
@@ -1109,7 +1109,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
|
||||
return(0);
|
||||
|
||||
if ( sDistVisible != STRAIGHT )
|
||||
sDistVisible = sDistVisible * ((100 - GetPercentTunnelVision(pSoldier))/100);
|
||||
sDistVisible = sDistVisible * ( (100 - GetPercentTunnelVision(pSoldier) ) / 100 );
|
||||
|
||||
if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->bAlertStatus >= STATUS_RED ) )
|
||||
{
|
||||
@@ -1133,7 +1133,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
|
||||
if (pSoldier->bLevel != bLevel)
|
||||
{
|
||||
// add two tiles distance to visibility to/from roofs
|
||||
sDistVisible += (STRAIGHT_RATIO * 2); //2;
|
||||
// sDistVisible += (STRAIGHT_RATIO * 2); //2;
|
||||
sDistVisible += ( sDistVisible / 6 ); //lal changed distance to 1/6 from visible range
|
||||
}
|
||||
|
||||
// now reduce based on light level; SHADE_MIN is the define for the
|
||||
@@ -1156,7 +1157,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
|
||||
}
|
||||
else
|
||||
{
|
||||
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
|
||||
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
|
||||
}
|
||||
|
||||
// Snap: I think this was intended to give maximum visibility to targets with muzzle flash...
|
||||
@@ -1170,7 +1171,11 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
|
||||
|
||||
// Snap: this takes care of all equipment bonuses at all light levels
|
||||
// The rest is special code for robots, bloodcats and NO specialists
|
||||
sDistVisible += GetTotalVisionRangeBonus(pSoldier, bLightLevel);
|
||||
sDistVisible += sDistVisible * GetTotalVisionRangeBonus(pSoldier, bLightLevel) / 100;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// give one step better vision for people with nightops
|
||||
if (HAS_SKILL_TRAIT( pSoldier, NIGHTOPS ))
|
||||
@@ -1213,6 +1218,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
|
||||
return(sDistVisible);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
UINT32 uiLoop;
|
||||
|
||||
Reference in New Issue
Block a user